Sets which polygons the GPU should cull, based on the direction that they are facing relative to the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary.
| Feature name | Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info See in Glossary (URP)  | 
	High Definition Render Pipeline (HDRP) | Custom SRP | Built-in Render Pipeline | 
|---|---|---|---|---|
| Cull | Yes | Yes | Yes | Yes | 
This command makes a change to the render state. Use it in a Pass block to set the render state for that Pass, or use it in a SubShader block to set the render state for all Passes in that SubShader.
| Signature | Example syntax | Function | 
|---|---|---|
Cull <state> | 
	Cull Back | 
	Sets which polygons the GPU should cull, based on the direction that they face relative to the camera. | 
| Parameter | Value | Function | 
|---|---|---|
| state | Back | 
	Cull polygons that face away from the camera. This is called back-face culling. This is the default value.  | 
Front | 
	Cull polygons that face towards the camera. This is called front-face culling. Use this for turning geometry inside-out.  | 
|
Off | 
	Do not cull polygons based on the direction that they face. Use this for special effects, such as transparent objects or double-sided walls.  |